Howdy Folks !
At this stage of Development its more trial and error than anything else. You could spend hours doing a tutorial on a piece of work and for it to simply fail and not work. .. Either that or the software your using crashes and bugs out. This will happen alot in the future.
Its time to start producing things for the levels .. and the levels themselves reckon we should have another 3 weeks and the main parts should be finalised. Little added touches can come later on if there’s time!. If we have nice vast levels for our players to experience everything else can almost become secondary.
Since last few weeks Amanda managed to import that waterfall feature she was wanting so badly. She learned that instead of copying and pasting from the unreal engine’s pre made project she had to migrate it. This was a useful lesson which we learned as it stops bad things form happening ,, or not happening in this case..
Andrew also continued on his desert level and has also been helping out on the paperwork. Giving us a head start in that front.
My self ( Ricky) have been dwelling into almost everything. I haven’t been well in resent weeks …”( 1…2…3.. Aww)”. Particularity week 4 . So during that week i did simple tutorials as my attention span was shorter than flee with ADHD.
I tried creating a a start up movie for before the game. Wasting an hour or 2 for it not to work… https://www.youtube.com/watch?v=RdHvWCDHLoc&feature=youtu.be
I then also had a play about with painting textures within Unreal Engine.
Unreal Engine 4: Created a material blend and then painted it to the landscape. By Ricky Steven
What you see here is a very ‘shoddy’ looking landscape. Which with the material blend I created i have painted onto that landscape and if you look closely at some parts it does actually blend together. The material blend I created featured a texture for rocks,dirt/gravel,grass and snow.
And after a very slight recovery ‘cough’,’cough’ I then begun my level creation. For those who haven’t been following along just to quickly bring you up to speed the last few weeks i have been creating blue prints for the character with Unreal Engine and creating assets.
Unreal Engine 4: Landscapes By Ricky Steven
As you will see i am going for an alien-like looking planet. The design Document which we made has made it clear our Target Audience is kids and the younger ages so I feel that that if it was different from earth type landscapes it would capture their imaginations more.
My vision for this for the character to walk down a natural walkway down towards the lake. I will also be adding foliage (trees,grass) later on and adding in atmospheric glows and mists. The levels very big and a rule of law is that something must happen every 30 seconds within a game or movie. So I was thinking of adding simple A.I in like butterflies and birds. I would also like to implement a stream coming from cave and into the lake. The green which you see in the pictures was just a basic material i used to make it look like something. I was thinking along the lines of a purple/blue terrain to make it more alien like. Or at least the mountains that way.
Bellow are exaggerated examples of alien like colours.
Maya 2015 Character creation By Ricky Steven
I tried to dive in and create a character. As a complete noob and with only reference images of generic aliens i think making Zebedee is going to be tough, In actual fact i know it will be tough.
So following a tutorial which lasts roughly and hour means about 2 hours of work. Minimum.
As you will see from the images i used a reference on 3 sides and made a basic generic human shape,. The plan is now that the shapes there i can now go in a n refine touches and then do the rigging for making him move. Obviously this takes vast amount of time so remain patient and don’t laugh to much at my poor modelling skills which will unravel in due course of this semester.
Hopefully you can see that there is a basic alien like figure which i can now expand on. But overall we feel like the project is coming along nicely. The fail safe though for the deadline is to use the standard character that unreal engine supplies for our project. We can always implement later after UWS is done with.
Thats all for this blog just now , more to follow on next week with updated maps and character models.
thanks for reading and a special thanks from Zebs !